Do you need support for Assetto Corsa Competizione? Please use the proper forum below and ALWAYS zip and attach the WHOLE "Logs" folder in your c:\users\*youruser*\AppData\Local\AC2\Saved.
The "AppData" folder is hidden by default, check "Hidden items" in your Windows view properties. If you report a crash, ALWAYS zip and attach the WHOLE "Crashes" folder in the same directory.

Exactly, different track, different setup. Obviously depending on the car, some setups might work equally on more than one circuit.

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Could I ask how the setups are arrived at?

The reason I ask is that I have the impression default setups in many other racing sims are randomly thrown together (based on how the handle). Seeing we have 'Safe' and 'Aggressive' setups they are clearly not just random settings.

The reason I ask is that I have the impression default setups in many other racing sims are randomly thrown together (based on how the handle). Seeing we have 'Safe' and 'Aggressive' setups they are clearly not just random settings.

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Since AC1 we always try to have the actual setups of the real cars. Road cars had their actual road car values in AC. Race cars have real race setups on most occasions.
In ACC in particular they are based on their "base setup" of the manufacturer, taken from the actual technical manuals, or from race engineers setup sheets on each circuit.
Whenever we can't have access on precise data, we will start from the base setup and try to get hints from the drivers and race engineers to create a "probable setup" for the car/track combination.

Certainly no "fantasy" with absurd numbers. What you see can be from "close to reality" to "spot on we use that".

EDIT: I could go as far to say that some setups for some real cars, have been tested on special dev versions of ACC and "worked" on the real track... but I won't say that because I can't bring proof neither I'm allowed to do so

Since AC1 we always try to have the actual setups of the real cars. Road cars had their actual road car values in AC. Race cars have real race setups on most occasions.
In ACC in particular they are based on their "base setup" of the manufacturer, taken from the actual technical manuals, or from race engineers setup sheets on each circuit.
Whenever we can't have access on precise data, we will start from the base setup and try to get hints from the drivers and race engineers to create a "probable setup" for the car/track combination.

Certainly no "fantasy" with absurd numbers. What you see can be from "close to reality" to "spot on we use that".

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Okay, thanks.

That raises all sorts of questions about changing the defaults and then finding lap-time.

For instance:
If I change the setup and reduce my lap-time have I inadvertently created an ultimately slower setup but one which I can drive more consistently?

That raises all sorts of questions about changing the defaults and then finding lap-time.

For instance:
If I change the setup and reduce my lap-time have I inadvertently created an ultimately slower setup but one which I can drive more consistently?

This is rhetorical, just thinking out loud.

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As I said, those are either base tech manual setups, or race setups, or a close guess. There are different teams using the same car, and obviously they don't use the same setup. Also obviously I don't believe all teams gave us their beloved "best evah" setup to share with the world.

A couple of very important things you should know.
- The setup must be shared with 3 drivers. It is usually the best compromise for all three
- The setup is for the exact ambient/circuit conditions and should be adeguate if those conditions change a bit. Not for our always perfect hotlap world
- The setup is for the car to start with full fuel load and do at least 1 hour stint. Qualifying is also done in the same way, the cars are loaded with fuel for 2 sessions of half an hour and are not allowed to refill... (this is VERY important and I don't know how many of you are aware. Also explains in part the around 1-1.5 second difference of laptimes between hotlap and real qual)
- The setup must work with fresh tyres and consumed tyres.
- The setup must go over kerbs without the risk of losing bits of splitters and diffusers everytime
- We create a base car, but same car from different teams might have slight differences that we don't know

As you can see, there are many reasons of why you could feel better or worse with a different than default setup.
Still, almost alien laptimes can be achieved with aggressive setups, so it's more in the driving style I guess

I know that Kunos is working overtime on million of features and fixes, but I picked up the game again after some months of "letting it grow" and I still have the same feeling of broken FFB with a G29, like it is half second delayed from what's actually happening, so self-align forces are meaningless since they are always late, same feeling of floating cars, of front wheels that behave more like a shoping cart than what I expect from a million dollar grip monster.

I tried all FFB settings in the world.

Just out of desperation I set 0% force feedback and... I can drive EXACTLY the same, from eyes and ears (instead of hands), and I guess it makes sense since FFB at the moment is giving me zero information.

No information of the car understerring.
No information of the car oversteering.
No information of the suspensions being loaded.
No information of the car being upset after an aggresive curb.
No information of anything, zero, nada, just "decoration", bumps, car speed, etc...

What's even the point of FFB in this game?

And don't tell me G29 has no torque enough to do proper self alignment, because Dirt Rally 1 and 2 would say hello.

I sincerely hope this game takes another year of development, because if it releases like it is now it will be DoA for anyone without a direct wheel, or maybe not even that.

I'm not mad, just a bit disappointed, and I wanted to share it, feel free to disagree.

Also from my side a big applause to Kunos for the latest hotfix. AI is so much fun to race against now, they are really really challenging, keep trying to overtake, spin each other at times, and most importantly for me personally: they now keep a much closer pack from 1st place to last place during e.g. a 30 minutes race. There are the real life aliens like e.g. a Bortolotti or (if he would drive Blancpain series) a Fred Mako that also in ACC gain some margin over the rest, but the rest of the field keeps quite close together. Congrats guys!

I know that Kunos is working overtime on million of features and fixes, but I picked up the game again after some months of "letting it grow" and I still have the same feeling of broken FFB with a G29, like it is half second delayed from what's actually happening, so self-align forces are meaningless since they are always late, same feeling of floating cars, of front wheels that behave more like a shoping cart than what I expect from a million dollar grip monster.

I tried all FFB settings in the world.

Just out of desperation I set 0% force feedback and... I can drive EXACTLY the same, from eyes and ears (instead of hands), and I guess it makes sense since FFB at the moment is giving me zero information.

No information of the car understerring.
No information of the car oversteering.
No information of the suspensions being loaded.
No information of the car being upset after an aggresive curb.
No information of anything, zero, nada, just "decoration", bumps, car speed, etc...

What's even the point of FFB in this game?

And don't tell me G29 has no torque enough to do proper self alignment, because Dirt Rally 1 and 2 would say hello.

I sincerely hope this game takes another year of development, because if it releases like it is now it will be DoA for anyone without a direct wheel, or maybe not even that.

I'm not mad, just a bit disappointed, and I wanted to share it, feel free to disagree.

Cheers.

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I use a g-27 and the ffb is very nice and can make very decent lap times with it.

I know that Kunos is working overtime on million of features and fixes, but I picked up the game again after some months of "letting it grow" and I still have the same feeling of broken FFB with a G29, like it is half second delayed from what's actually happening, so self-align forces are meaningless since they are always late, same feeling of floating cars, of front wheels that behave more like a shoping cart than what I expect from a million dollar grip monster.

I tried all FFB settings in the world.

Just out of desperation I set 0% force feedback and... I can drive EXACTLY the same, from eyes and ears (instead of hands), and I guess it makes sense since FFB at the moment is giving me zero information.

No information of the car understerring.
No information of the car oversteering.
No information of the suspensions being loaded.
No information of the car being upset after an aggresive curb.
No information of anything, zero, nada, just "decoration", bumps, car speed, etc...

What's even the point of FFB in this game?

And don't tell me G29 has no torque enough to do proper self alignment, because Dirt Rally 1 and 2 would say hello.

I sincerely hope this game takes another year of development, because if it releases like it is now it will be DoA for anyone without a direct wheel, or maybe not even that.

I'm not mad, just a bit disappointed, and I wanted to share it, feel free to disagree.

Cheers.

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Sounds more like input lag issues or something like that. V-Sync on by any chance?

I know that Kunos is working overtime on million of features and fixes, but I picked up the game again after some months of "letting it grow" and I still have the same feeling of broken FFB with a G29, like it is half second delayed from what's actually happening, so self-align forces are meaningless since they are always late, same feeling of floating cars, of front wheels that behave more like a shoping cart than what I expect from a million dollar grip monster.

I tried all FFB settings in the world.

Just out of desperation I set 0% force feedback and... I can drive EXACTLY the same, from eyes and ears (instead of hands), and I guess it makes sense since FFB at the moment is giving me zero information.

No information of the car understerring.
No information of the car oversteering.
No information of the suspensions being loaded.
No information of the car being upset after an aggresive curb.
No information of anything, zero, nada, just "decoration", bumps, car speed, etc...

What's even the point of FFB in this game?

And don't tell me G29 has no torque enough to do proper self alignment, because Dirt Rally 1 and 2 would say hello.

I sincerely hope this game takes another year of development, because if it releases like it is now it will be DoA for anyone without a direct wheel, or maybe not even that.

I'm not mad, just a bit disappointed, and I wanted to share it, feel free to disagree.

Cheers.

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I'm surprised by what you said, but did you have to watch if your steering wheel was connected to an electrical outlet?_

No vsync, freesync in a 144hz monitor, g29 works perfectly in other games.

The problem is ACC, and by checking the world outside this forums ACC FFB seems to be "meh" for a significant amount of people.

But we can keep going as if it is not a problem, blaming users instead.

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Blaming? Why you feel so attacked? I'm just speculating what the issue might be in order to increase your enjoyment of this game...
The reason why I asked it was because you said: " like it is half second delayed from what's actually happening"
This makes it seem there's an issue on your end, not so much with the game.

No vsync, freesync in a 144hz monitor, g29 works perfectly in other games.

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I use a G27 which is mechanically almost identical to the G29 and I get good feedback except for understeer. I would wish there was a canned option available to compensate for the lack of forces for our internal gyroscope called ear. Physics wise it is correct that understeer is barely felt, so good job Kunos however strange it might sound first. Also you should keep vsync on when you use freesync, because when the framerate goes above 144 you will get tearing. Only when you play for super low latency with very high framerates (200+) one should deactivate it.

Perhaps there is a setting incorrect, maybe a technical error somewhere, but FFB is not 'broken' per default. However I see sometimes the expection of FFB is not what one would guess sometimes, i.e. like some people believing a sportscar can go around corners much faster, because of its horsepower.